Gun-Mage (5e Class)
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Gun-Mage[edit]
People who began as spellcasters, such as a sorcerer or wizard, who found an alternative way to cast spells. You were aided by a veteran in the creation of your prototype, a gun that can fire rounds that have been imbued with the power of spells. People who create and develop these firearms refer to themselves as gun-mages. The guns themselves take on various forms based on the style of combat that mage prefers.
Do you prefer being close quarters? Or do you prefer longer ranges or healing? The class is versatile and can be played a myriad of ways!
Creating a Gun-Mage[edit]
First think of the questions: How did you attain your weapon? What range are you planning on fighting at? (Gun-Mages can be snipers, mid range, or even brawlers)
Quick Build You can make a Gun-Mage quickly by following these suggestions. First, Intelligence should be your highest ability score, followed by Dexterity. Second, choose any background. Third, choose anything to compliment your weapon.
Class Features
As a Gun-Mage you gain the following class features.
- Hit Points
Hit Dice: 1d6 per Gun-Mage level
Hit Points at 1st Level: 6 + Constitution modifier
Hit Points at Higher Levels: 1d6 (or 4) + Constitution modifier per Gun-Mage level after 1st
- Proficiencies
Armor: Light armor, medium armor
Weapons: Simple ranged weapons, martial ranged weapons (optional: firearms)
Tools: Tinkers Kit, Mage-Gun Kit
Saving Throws: Dexterity and Intelligence
Skills: Choose 4 From: Acrobatics, Arcana, Athletics, Insight, Investigation, Perception, Persuasion, Stealth, Survival
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- Mage-Gun
- Tinkers Kit and Mage-Gun Kit
- Leather Armor.
- (a) Dungeoneering Pack or (b) Explorer's pack
Mage-Gun[edit]
Spells fired from your magic cylinder utilize standard attack rolls, where the ones you cast from your own ability utilize your own spell DC and spell attack.
Spell save DC = 8 + your proficiency bonus + your Intelligence modifier
Spell attack modifier = your proficiency bonus + your Intelligence modifier
Your gun changes based on your archetype, piercing damages are as follows:
CQB: You use a handcannon or shotgun at close range and mid range.
The handcannon deals 1d8 damage. At +1 its 1d10, at +2 1d12, at +3 3d6, and +4 2d10
The shotgun deals 2d8 damage. At +1 its 2d8, at +2 its 3d8, at +3 its 4d8, and at +4 its 4d8 +10.
Soldier: You use a semi-auto rifle at mid range, it deals 2d6 damage. At +1 its 3d6, at +2 its 4d6, at +3 its 5d6 and at +4 its 6d6.
Sniper: You use a high powered rifle at range, it deals 1d12 damage. At +1 its 2d10, at +2 its 3d10, at +3 its 4d10 and at +4 its 5d10.
Note: You must maintain your mage-gun twice per day with at least 8 hours in between each maintenance cycle. If you do not complete the maintenance checks for a day and attempt to fire the weapon you must make a d20 save against a DC of 10. If you fail the gun backfires on you and you take the damage. (If you are a sniper at level 18 the round continues behind you as per usual and can damage allies.)
Magic-Cylinder[edit]
Your class utilizes a special firearm dependent on your archetype.
This firearm has a rotatable locking cylinder that contains 3 spell round slots. These rounds have to be assigned one of the slots in your cylinder and the chosen effect is added to weapon attacks. You must use your bonus action on your turn in combat to change between types. Level Req. and Spells Detailed Below, more effects added up to mage gun improvement level 4. You can only change the imbued spells on the slots in your cylinder during a short or long rest.
You also gain spellcasting abilities based on your archetype, for the spell list or lists to pull from check under your archetype. Those spells can also be assigned a slot in the mage-gun's cylinder to imbue to your weapon, or be cast on its own using up one of your personal spell slots. If the spells cast this way are shot using the mage-gun, use effects the same but use the shell or its impact point as needed for the ability (IE: Self and melee targets would happen on impact, AoE spells would happen using shell's impact point as the center. Check under your Archetype for additional rules on this.
Ammunition Spellcasting[edit]
For starters, all the added effects have a bonus effect that happens on the target's failed roll vs the DC.
Your spellround DC is 8 + Intelligence modifier + Proficiency bonus, the same as when you openly cast spells using a spell slot.
At 1st level you know the following basic spells for your chamber:
Fire: 1d6 Fire Damage. Target rolls a Constitution save vs spellround DC or gets set on fire, taking 1d6 fire damage at the start of their turn unless they take an action to put out the fire.
Lightning: 1d6 Lightning Damage. Target rolls a Constitution save vs spellround DC or become paralyzed until the end of your next turn.
Cold: 1d6 Cold Damage. Target rolls a Constitution save vs spellround DC or can only move at half speed until the end of your next turn.
You Also Gain the following at mage gun improvement +1:
Poison: 1d6 Poison Damage. Target rolls a constitution save vs spellround DC or gets poisoned, taking 1d6 damage at the beginning of their turn.
Blinding: Target rolls a dexterity check or is blinded till your next turn (They make disadvantage on all attack rolls and allies have advantage on all attack rolls)
You also gain the following at mage gun improvement +2:
Explosive Rounds: Your attack damage becomes fire and the impact of the round does 1d8 thunder damage in an 8ft radius.
Mind Affecting Rounds: Your attack damage becomes psionic and deals an additional 1d6 psionic damage, if this round does damage during an attack of opportunity or during a reaction it interrupts whatever the target was doing and stops them IE: Running away, attacking, casting a spell, etc.
In addition, at improvement +2, fire, lightning, cold, and poison rounds now convert the gun damage to the same type of round being fired.
You also gain the following at mage gun improvement +3:
Fire, lightning, cold and poison rounds now deal 1d10 damage instead of 1d6, including on persisting damage.
Optimal range of all attacks made with the mage-gun are increased by an amount equal to its initial range (see archetype). Attacks made with the mage-gun gain a +2 to hit.
You also gain the following at mage gun improvement +4:
You may now make an extra attack during your turn, and roll to crit is reduced by one. IE: If your crit is 19-20 its now 18-20.
You also now attack with advantage if the target is within less than half of your effective range.
Modify Mage-Gun[edit]
Beginning at 2nd level you gain access to the ability of using your mage-gun kit to craft and install modifications for your mage-gun. They all require materials to make and add bonuses or effects to your mage-gun, and require a mage-gun check to create them which is an intelligence check vs the item's DC (DC noted for each part) and take about an hour to craft. Each modification takes one slot on the weapon unless otherwise noted, and some modifications require a certain gun. (Note: Each upgrade can only be applied once.) The modifications you can make are as follows:
Weapon Sling: (DC 10) Doesn't take up a slot. Your mage gun cannot be dropped by normal means. Readying the mage-gun is now a free action instead of a bonus action. This upgrade requires metal parts and leather to make and takes 20 minutes to craft.
Reflex Scope: (DC 10) Increases both effective and max range by 5ft. Also gives a +1 to Hit. This scope can only be installed on the handcannon or shotgun. Takes 1lb metal parts and one glass lens.
Small Scope: (DC 12) Increases both effective and max range by 10ft. Also gives a +1 to Hit. This scope can only be installed on the handcannon or semi-auto rifle. Takes 2lb metal parts and 2 glass lens.
Medium Scope: (DC 14) Increases both effective and max range by 30ft. Also gives a +2 to Hit. This scope can only be installed on the semi-auto rifle or high powered rifle. Takes 2lb metal parts, 2 glass lens, and a small gem worth 100g.
Large Scope: (DC 16) Increases both effective and max range by 50ft. Also gives a +2 to hit. This scope can only be installed on the semi-auto rifle or high powered rifle. Takes 3lb metal parts, 3 glass lens, a set of gears (Can be created via tinkers tools with 2lbs metal parts and 50g, takes half an hour), and a gem worth 100g.
Powered Scope: (DC 17) Increases both effective and max range by 100ft. Also gives a +3 to hit, and +2 to damage. This scope can only be installed on the high powered rifle. Takes 4lb metal parts, 4 glass lens, 2 sets of gears (each can be created via tinkers tools with 2lbs metal parts and 50g, takes half an hour each), a gem worth 100g, and 200g worth of various other parts you may need. Putting this scope together takes 2 hours.
High Powered Sniper's Scope: (DC 18) Increases both effective and max range by 200ft. Also gives +4 to hit, +2 to damage, and lowers your necessary roll to critically strike by 1 (IE: if its 19-20 to critically strike, it becomes 18-20). This scope takes up 2 upgrade slots because of how big it is, takes 4 hours to craft, and requires a powered scope and 1000g worth of extra materials (Extra gears, copper for wires, materials to make pieces for the small dials etc). This scope can only be mounted on the high powered rifle.
Lightweight Trigger: (DC 14) Increases chance to hit by +1. This takes a small ammount of metal to craft and only takes 30 minutes (Cost of 10g).
Mythral Trigger: (DC 16) Increases chance to hit by +2. This takes a small mythral ingot and 2 hours to craft. (Cost of 100g)
Lightweight Frame: (DC 17) Makes the gun lighter, which adds +1 to dexterity saves. Crafting the pieces of this frame takes 3lbs of lightweight metals and 2 hours to craft. (Total costs of parts is 300g)
Modular Frame: (DC 18) Reforge the frame to make it more customizable. Add 2 upgrade slots to the gun's total number available. This upgrade doesn't take up a slot, and because this upgrade is experimental and to your taste you need extra materials: 10lbs of metal parts, two small metal ingots of any metal, a pouch of screws (You can use tinkers tools and 2lbs of metal parts to craft them over the course of 30 minutes), and 300g for an assortment of other things you need. This upgrade takes 4 hours to complete.
Large Cylinder: (DC 18) Make the magic-cylinder larger, and increase the amount of spell slots in your cylinder by 2. This upgrade takes up 2 slots and takes 4 hours and 500g to complete.
Silencer: (DC 17) Craft an attachment for the high powered rifle that makes all spells and rounds fired out of it make no sounds. This upgrade takes 2 slots, and requires 1000g and 8 hours total of time taken to craft (You don't have to spend all 8 hours at the same time, and can perform it in 2 hour intervals if need be.).
Small Rail System: (DC 16) Requires modular frame upgrade first. This upgrade doesn't take up a slot, and provides 1 additional slot on the handcannon.
Rail System: (DC 18) Requires Modular Frame upgrade first. This upgrade doesn't take up a slot, and provides 2 additional slots on the semi auto rifle and high powered rifles, and 1 additional slot on the other mage-guns. This upgrade requires only 250g and 2 hours to complete.
High-Powered Rifle Clips: (DC 16) Doesn't take up a slot. You can now load 5 rounds into a clip system to speed-load the internal magazine on your high powered rifle. This makes loading take a free action during your turn and load the magazine to full. Note: Can only be used if magazine is empty. Takes metal parts, brass, and a short rest to craft.
Handcannon Speedloader: (DC 12) Doesn't take up a slot. You can now reload all 6 shots of the handcannon in one bonus action. Speedloaders must be loaded manually outside of combat to work in combat, and you must have multiple to use speedloaders multiple times. Takes metal parts, 50g worth of various metals, and brass. Takes a short rest to make one.
Handcannon Brace: (DC 14) Takes up one slot. Increases range of the hand cannon by 5ft. Takes wood or metal parts, and screws. Takes a short rest to craft.
Mage-Gun Range Improvement[edit]
Beginning at 3rd level you gain the ability to improve your mage-gun's range. This can only be done once every time your mage-gun improvement level increases.
If you have not done the Range Improvement yet for the gun's current improvement level and it is during a long rest, roll an intelligence check vs a DC of 16. If successful, then the gun's base effective and max range increase by:
Handcannon: 10ft
Shotgun: 5ft
Semi-Auto Rifle: 20ft
High Powered Sniper: 80ft
Ability Score Improvement[edit]
When you reach 4th level, and again at 8th, 12th, 16th and 19th levels, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
Mage-Gun Improvement[edit]
When you reach 5th level, and again at 9th, 13th, and 17th, you increase the effectiveness of your weapon by adding +1 to your mage-gun's improvement Level (Up to a maximum of 4).
Steady Aim[edit]
Beginning at 6th level, you can use your movement action as a bonus action to breathe slower and take aim. If you do so, you have advantage to hit on your next attack roll on the same round. In addition, at 14th level, when you use steady aim, reduce your attacks minimum to Crit by 1: Ie. 20 becomes 19-20.
Extra Attack[edit]
Beginning at 7th level, you can attack twice, instead of once, whenever you take the attack action on your turn.
Bullet Time[edit]
Beginning at 10th level, if a ranged attack would hit you, you may use a reaction to make an acrobatics check against a DC of 12 + attackers dexterity bonus. If successful you take no damage and dodge the attack. If you fail you take half damage instead.
Magic Cylinder Improvement[edit]
Beginning at 10th level, your magic-cylinder attains another slot for a total of 4. Also, at 13th and 17th levels when you improve your mage-gun you gain an additional slot, for a total of 5 at 13th, and 6 at 17th.
Bullet Twincasting[edit]
Beginning at 11th level, you may use your bonus action to infuse a different additional magic-ammunition effect you have equipped in a seperate magic-cylinder slot to your attack. (The extra effect you choose cannot be utilized during your next turn.) You can only do this a number of times equal to your intelligence modifier plus your dexterity modifier per day before needing a long rest.
At 18th level, you no longer loose the ability to use the chosen effect on your next turn.
Infinite Possibilities[edit]
At 20th level, you have finally figured out your weapon and can now bring it to its full potential. Your mage-gun no longer requires maintenance checks twice daily and you will no longer need to roll for backfiring, however, in place of this if you DO keep up with maintenance the weapon will always have advantage on attack rolls, and will do an additional 1d12 piercing damage with each attack.
In Addition, your mage-gun attains 3 more spell slots in it's cylinder to imbue spells, and swapping cylinder spells no longer takes a bonus action.
Gun-Mage Archetypes[edit]
Note: You are always considered proficient in your mage-gun.
Note: If any spell would normally heal, then shooting it from a mage-gun will forego the damage and heal instead.
CQB[edit]
The CQB is a close quarters expert who is better at defending and avoiding attacks, due to its close quarters nature and playstyle you don't roll at disadvantage on ranged attacks in close proximity to targets.
Choosing this path you gain an additional +2 to your AC. You also gain an additional +4 to your HP per level.
You begin with 5 cantrips from the Sorcerer spell list.
At 2nd level you choose 2 additional spells to learn that you could cast from the Paladin spell list.
At 5th level you choose 2 additional spells to learn that you could cast from the Paladin spell list.
At 9th level you choose 2 additional spells to learn that you could cast from the Paladin or Sorcerer spell list.
At 13th level you choose 2 additional spells to learn that you could cast from the Paladin or Sorcerer spell list.
At 17th level you choose 1 additional spell to learn that you could cast from the Paladin spell list, and another 1 from the Sorcerer spell list.
- Hand Cannon OR Shotgun
Your mage-gun is a hand-cannon! A high caliber revolver that works best in close range to mid range encounters, as such its base effective range is 30ft, and its base max range is 60ft. Any shots taken between this weapons effective range and max range are taken at disadvantage. The handcannon can fire 6 rounds before needing to be reloaded. It takes a bonus action to reload and you reload 2+dex mod rounds (Max of weapons capacity). It begins with 2 upgrade slots. When using the hand-cannon, you may also wield a one-handed weapon or shield in your off-hand.
or
Your mage-gun is a shotgun! A weapon only suited for close quarters engagements. Its base effective range is 15ft, and its base max range is 30ft. Any shots taken between this weapons effective range and max range are taken at disadvantage. The shotgun is a pump action shotgun that can hold up to 6 rounds. It takes a bonus action to reload and you reload 2+dex mod rounds (Max of weapons capacity). It begins with 3 upgrade slots.
- Defensive Gunplay
Starting at 3rd level when you are attacked, you can now use your reaction (if you havent done so since your last turn) to add your dexterity modifier to your AC temporarily. If increasing your AC doesn't cause the attack to miss in this way, you take half damage instead.
- Fan Fire
Starting at 7th level, as an action you can choose up to Six enemies within your current effective range, only targeting each enemy once, and make a ranged attack against each target. You can perform this ability up to 1 plus your intelligence modifier times per day before having to perform a long rest.
- Multi-Chamber Discharge
Starting at 7th level, as an action you may make a ranged attack against a target within your effective range and apply all effects and damage types you currently have applied to your mage-gun's magic chamber, the target still has to roll any required saves. You can perform this attack up to 1 Plus your dexterity modifier times per day before taking a long rest.
- Mark of Execution
At the 11th level and up to twice per day, as an action, if you are making an attack against a target that is within 10ft of you, you may Mark the target for execution. A marked target takes an additional 1d8 Damage from any attacks that hit it. This increases to 2d8 at 15th and 3d8 at 18th.
- Coup De Grace
At 18th level you can attempt to instantly kill a creature within 10ft of you that has a Mark of Execution on it. To attempt a Coup De Grace roll a Dexterity check with proficiency. The target then rolls a dexterity save. If the creatures save is higher than your check the creature avoids the attack, but if not the creature is instantly killed via a headshot from your mage-gun. Note: If the targeted creature is resistant or immune to the currently selected chamber of your mage-gun a successful Coup De Grace will instead be treated as a normal attack using the selected chamber's effects.
Soldier[edit]
A Soldier is a mid range support gunner who deals damage and can utilize support spells to aid their allies!
You gain an additional +2 to HP per level.
You begin with 5 cantrips from the Sorcerer or Cleric spell lists.
Any spells you cast on rounds from your mage-gun that heal or provide positive benefit while using this archetype do 0 damage to the target, and instead do the healing effects.
At 2nd level you choose 2 additional spells to learn that you could cast from the Cleric or Sorcerer spell lists.
At 5th level you choose 2 additional spells to learn that you could cast from the Cleric or Sorcerer spell lists.
At 9th level you choose 2 additional spells to learn that you could cast from the Cleric or Sorcerer spell lists.
At 13th level you choose 2 additional spells to learn that you could cast from the Cleric or Sorcerer spell lists.
At 17th level you choose 3 additional spells to learn that you could cast from the Cleric spell list.
- Semi-Auto Rifle
Your Mage-Gun is a Semi-Auto Rifle. This weapon is most effective at Mid-Range and its magic chamber can even hold healing and support spells that have been modified to work with it! Your base effective range is 60ft, and your base max range is 100ft. The semi auto rifle uses a magazine and has a magazine size of 20. You must use a bonus action to reload the weapon and must reload using another magazine. If no magazine is available you must use an action to reload 2+dex mod rounds into an empty magazine, and then use your bonus action to load the magazine into the weapon. Attacking at a distance higher than your effective range and lower than your max range means you roll to hit at a disadvantage. It begins with 3 upgrade slots.
- Support Shot
Starting at 3rd level, you have figured out how to imbue the effects of support spells into your mage-gun to enable you to fire those spells at allies to heal or buff them.
At level 3 you learn:
Healing Shot: Your attack no longer does damage, however, it heals the target for 1d6+ your intelligence modifier. You can take this shot both as an action and a bonus action during your turn.
Illuminating Shot: This shot does no damage, however, the gun shoots out a bright ball of light that moves forward from you at 20 feet per second for 200 feet or until it hits an obstacle. It generates light in a 60 ft radius.
If your mage-gun is upgraded to +1 you also know:
Cleansing Shot: Your attack no longer does damage, however, it removes all lingering negative effects from the target (Such as poison, fire, frozen, paralysis, etc)
Diversion Shot: Your attack no longer does damage, however, upon the projectile making contact with any obstacle, it makes a suspicious sound of your choosing that can draw the attentions of creatures who can hear it.
If your mage-gun is upgraded to +2 you also know:
Greater Heal: Your attack no longer does damage, however, it heals the target for 2d6+ your intelligence modifier. You can take this shot both as an action and a bonus action during your turn.
Illuminating shot and Diversion Shot now last for 5 minutes or until dispersed by the gun-mage when they come to a stop, illuminating shot continues creating light, and diversion shot will periodically continue to make noise.
If your mage-gun is upgraded to +3 you also know:
Explosive Healing Shot: Your attack no longer does damage, however, it heals the target and any allied creature within 30ft of it for 3d8+ your intelligence and proficiency modifiers. After 3 uses of this shot you must take an hour during a long rest to recharge it.
If your mage-gun is upgraded to +4:
Add one more die of the type specified to each healing calculation.
Radiance: As an action you may choose to activate Radiance. If you do, for the next 5 minutes any healing actions you take are treated as if they were the highest value possible when rolled. You can only do this once before needing a long rest.
- Holy Rounds
Starting at 7th level, when you deal damage to a creature, you may choose to add 1d8 Radiant damage to your attack. This becomes 1d12 at 11 and 2d8 at 15.
- Overcharge
Starting at 11th, you may choose to overcharge the currently selected chamber. If you overcharge a chamber it automatically hits and counts as a critical hit, however the chamber that is overcharged cannot be used again until you take an hour out of combat to repair it.
- Burst Fire
Starting at 15th level, you can use your bonus action to make an additional 2 attacks on the same target. This can be used a number of times equal to your intelligence modifier before you need a long rest.
- Divine Hand Shot
Starting at 18th level, you can use an action once before a long rest to imbue any of your healing shots with the power to revive the fallen target if dead, and heal them for 2d12+8 health.
Sniper[edit]
Your Mage-Gun is a Large Caliber Sniper Rifle. This weapon is most effective at Longer Ranges! This weapon differs from the others in the fact that it utilizes a cartridge system where scrolls inserted into the cylinder decide what spell can be shot from the weapon.
To prep a cylinder you first require a spell-scroll. The scroll can hold any spell. You can take a short rest to put the scroll into one of your cartridges and remove the previous one (Doing so will see the old scroll magically dissapear after being removed, and a new one must be created or acquired.) As long as a cartridge is inserted into the gun you may either fire the spell out of the weapon, or fire a normal round of ammunition.
Your base effective range is 120ft, and your base max range is 300ft. Attacking at a distance higher than your effective range and lower than your max range means you roll to hit at a disadvantage. It begins with 4 Upgrade Slots. This rifle uses a bolt action system, with an integrated cylinder that can hold one of its cartridges (You begin with 3, and can craft additional ones for 25g worth of metal parts). To load a different cartridge, you must use your bonus action. You also gain a rangefinder, a small handheld pad and pen for figuring out windspeed, direction, drop, etc. and the knowledge of how all of that figures in to the perfect shot, a mage's magic tome (for keeping up with spells you know, and using those to copy onto spell scrolls) 10 pieces of magical parchment for creating spell scrolls, and the knowledge to both add and copy spells to and from your mage's magic tome.
As a bonus, as long as your shot is imbued with a spell, add your spell attack modifier to your attacks damage rolls.
You also begin with 5 cantrips from the Sorcerer or Wizard spell list.
At 2nd level you choose 2 additional spells to learn that you could cast from the Sorcerer or Wizard spell list.
At 5th level you choose 2 additional spells to learn that you could cast from the Sorcerer or Wizard spell list.
At 9th level you choose 2 additional spells to learn that you could cast from the Wizard spell list.
At 13th level you choose 2 additional spells to learn that you could cast from the Wizard spell list.
At 17th level you choose 3 additional spells to learn that you could cast from Any spell list.
- Sniper's Kit
Starting at 3rd level you now critically strike on a 19 or 20, in addition to having the following abilities:
Rangefinder: As a bonus action you can choose a creature within 10ft and assist them on their turn with their ranged attacks.
Positioned Sniper: You can now fire your weapon while prone, doing so within effective range allows you to make attacks with advantage, and roll without the disadvantage on attacks outside of effective range. If you are firing prone while stealthed, if someone were to spot you, you can now use your reaction to move up to half your movement speed (as long as you still have at least half of your movement speed) and use the Hide action as an extra bonus action. You must be able to move half of your movement to take the Hide action for free in this manner.
You are now proficient in Stealth checks, if you weren't before, and now add in your intelligence modifier with all stealth checks.
- Tracking Rounds
Starting at 7th level, when you deal damage to a creature, you may choose for a tracker to have been implanted into the creature, allowing you to track it if it runs away. You would continue to be able to find or follow it unless it realized the tracker was there and used an action to remove it.
Before using this ability, however, you must first craft the tracker.
Tracker Round: 5g of Materials (metals, crystal, wire, etc) Tracker rounds take 30 minutes each to craft using your mage-gun tools.
Round Tracker: A device appearing to be like a compass with a small crystal in the middle. It will always lead you towards the currently selected tracker round, and you can only have 2 on the tracker at a time. The tracker takes 50g worth of metals, wire, and other needed materials to craft and is complex, taking 3 hours to craft and an additional hour to calibrate. You can only have one working tracker at a time.
- Specially Engineered Ammunition
Starting at 11th level, all of your shots can now pierce through walls, floors, cielings, and creatures, up to three times before the shot will no longer keep moving. If multiple creatures are hit in this way, the damage done to the first creature is done to each other creature hit, up to 3.
Note: You must now craft your ammunition for your rifle for this to take effect.
Ammunition Casings: 5g worth of brass, and parts for the firing contact. Roll crafting check with either tinker tools or mage gun kit to determine how many casings you craft (DM Discrepancy for roll) from 1d4 + 4, 1d8 + 6, to a max of 1d12 + 8 for a very high check.
Bullets: Take 5g worth of metals and lead. The bullets are made 20 at a time and take 30 minutes to craft. Roll crafting check with either tinker tools or mage gun kit to determine how many casings you craft (DM Discrepancy for roll) from 1d4 + 4, 1d8 + 6, to a max of 1d12 + 8 for a very high check.
Loading or reloading rounds: Takes 1 casing 1 bullet and some gunpowder. Each round takes 2 minutes to reload into a working bullet with your mage-gun kit. When you go to use recovered casings roll an intelligence check against a DC of 8 if they haven't been reloaded before. Each time the casing is reloaded after the initial time add 2 to the DC.
- Expert Marksman
Starting at 15th level, your ranges for effective and max range are doubled. This means your new effective range is 240ft, and your new max range is 600ft.
In addition, you now crit on an 18, 19, or 20.
- Called Shot
Starting at 18th level, you can target specific parts of the body without taking disadvantage. If you do this the following happens based on the part of body hit:
Head: Add 2d10 piercing damage to the attack. On a critical hit multiply the damage by 4x instead.
Body: Target takes an additional 1d8 Piercing and 1d8 Bludgeoning damage. The targeted creature is knocked away from the sniper 10ft and is now prone.
Either Arm: Targeted arm is crippled and any action done by the creature using that appendage is done so at a disadvantage.
Either Leg: Movement speed is halved, in addition to the creature having to make a constitution save every time it chooses to move vs a 15, or fall prone.
Both Legs: If both legs have been crippled due to Called Shot, the creature can no longer use its legs, and falls prone.
Multiclassing[edit]
Prerequisites. To qualify for multiclassing into the Gun-Mage class, you must meet these prerequisites: Intellect of 14 and Dexterity of 12.
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